PHYSICS: Prototype someday may bring
more safety to potentially dangerous feats.
LOS ANGELES-- The
gangly skeleton pauses at the top of the staircase and
then, fearlessly, dives headfirst, crumpling in an
apparently bone-jarring fall.
Petros Faloutsos chuckles as he replays the clip on
his laptop computer. Again and again, the UCLA scientist
commands the virtual character to dive.
The animation is primitive, the technology complex.
Beyond the initial command to jump, the fall is
completely unscripted.
Physics, not the computer animator's mouse, controls
the action.
Although just a prototype, Faloutsos believes his
animation program one day will allow virtual stunt
artists to replace their flesh-and-blood counterparts in
performing otherwise deadly feats of derring-do.
"Maybe people will be directing virtual actors, and
we'll have to give them Oscars too," Faloutsos mused.
The brief clip is a glimpse into the nascent field of
physics-based animation. The technique, whether used for
movies or video games, strives to create a virtual world
consistently guided by the same physical laws that give
order to the real world.
"It's the Holy Grail of character animation.
Everybody wants to do it, but there's not a whole lot of
it out there right now," said Damien Neff, senior
artificial intelligence designer for NFL Fever 2002, a
Microsoft video game that makes limited use of the
technique.
As the technology matures, real stunt artists have
mixed feelings about the impact they believe it will
increasingly have on their craft.
"There's a positive side and a negative side: To talk
positive, it's made it safer to do a stunt -- you don't
have to lay your neck out on the line as much as you
used to.
But it's taken some cash away also," said Ben Scott,
a Hollywood stuntman who works on the HBO series "Six
Feet Under."
Traditionally, animators have relied on their own
talents to draw characters that appear to move
naturally.
Movie studios and game developers also bank
increasingly on libraries of hundreds of stunts amassed
by filming the sensor-studded bodies of real performers.
Those "captured motions" can then be matched to
virtual characters and inserted into movies or games,
where they appear real as they move within environments,
like sinking ships or burning buildings, that could put
real actors at risk.
Animation systems such as that created by Faloutsos
and his former colleagues Michiel van de Panne, Demetri
Terzopoulos and Victor Ng-Thow-Hing, attempt to trump
both.
The key is using mathematical formulas that only
loosely choreograph the movements an animator wants a
character to undertake.
Command, say, a character's arm to move and the
momentum will force its torso and head to shift as well.
The range of motions available to a character
ultimately guide how it behaves, as does its own
computer-generated sensitivity to both gravity and any
forces imparted by its virtual surroundings.
Different environments, for example, will prompt the
same character to move differently -- and unpredictably.
A fall on slick ice won't be the same as one down a
steep flight of stairs.
In movies, physics-based animation techniques have
been used to render inanimate things like the waves in
"The Perfect Storm" or the shock of blue hair that coats
James P. Sullivan in "Monsters Inc."
In video games, they crop up in programming that
simulates such action as racing or flying competitions.
With animated characters, attaining of realism is far
more difficult, however. Emotion can influence movement
as much as gravity does.
"You can tell from how someone is walking if they're
effeminate or angry. How would you account for that in a
physics-based system?" said Darren Hendler, technical
director at Digital Domain Inc., a Los Angeles special
effects studio.
In the forthcoming film "The Time Machine," Digital
Domain used a physics-based animation technique to
render the collapse of thousands of skeletons of people
turned to dust and bone.
Animators still shy away from using physics to model
the movement of people, however.
They say the human eye is just too good at spotting
even the slightest hint of fakery.
But Faloutsos believes future systems will allow
directors to guide characters as they do live actors.
"The ultimate goal is to have a totally complete
human inside the computer that you can direct," he said.
Until then, officials with the Screen Actor's Guild
know there will be work for the more than 6,600
Hollywood stunt artists the union represents.
"People, quite honestly, like to see human beings on
the screen," said Ilyanne Kichaven, a guild spokeswoman.